A New Dawn Bug Reports and Feedback

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No. It is not working fine. But although you don't know you gave me the needed hint what to do. :D Thank you. :goodjob:

But I must confess that your modified version makes less trouble. But here an example why ACO is wrong for your version too. Although the needed changes are very, very easy.

Lets say an infantryman (attacker) will fight against an old knight (defender). And lets say the knight has a 100% chance to withdraw. If you have a look at ACO there will be something like that: "Survival odds: 100.00% vs. 0.00%. And that is not true. The survival odds are 100.00% vs. 100.00%. And the victory chance is only 100% for the infantryman if you say that a defender withdraw is also a victory. For me it's not because the defender is still alive. Gone away but still alive. But that's philosophy. But it's proofed that ACO is wrong. But you are right that the calculation of the expected attacker damage is still right with your rewritten version. And that is fantastic. :goodjob:

Okay, I see your point. However, calculating to see if the defender can withdraw requires quite an extensive loop, which could get expensive with a lot of units. I think the small lie to players is worth the performance hit. Unless you have a good way of doing it quickly, in which case, I'm interested. ;)

No CTDs so far in 1.75a, which is great, b/c i used to get a ton of them :)

Just a couple minor issues so far -
- knight's stable doesn't become obsolete until vertical flight, but it looks like cavalry upgrades to tank now.
- sometimes the tech tree doesn't update colours after learning a new tech.

Also looks like a bunch of units and techs got trimmed out, but i think that's probably a good thing. Along with the civic changes, the rebalancing seems much better so far (one game in at least!).

Hmm, I'll look into those two. Glad you are enjoying it.
 
Oh, before I forget this:

I THINK that there is problem with saving info for units to upgrade.
Reason: I saved a game and then later returned to the game and I had to manually upgrade my remaining units that needed to be upgraded. It is only when I finally get to next tech of new unit availability that upgrade automation work again.
 
Good guess, but no information is saved about available units for upgrade. It's all calculated whenever needed.

I'll investigate it this weekend too though.
 
Hi!
I have an annoying problem with the AND : the turn time. After gameing 4-5 hours (~ AD 500) it's getting worse. I have to wait 2-3 minutes after I clicked on the next turn button. I use the game with revolution mod, huge map, ~ 10 primary civ. That mean in the latter game ~ 20 civ. It's very annoying. I don't understand this thing, because my config is: i5 750@ 3,6 ghz, 4 gb ram, radeon 4890, f1 samsung 640 gb, win 7 pro. I don't use other mod only the AND and I turn off always my antivirus program too.
Anybody? :)
 
Hi!
I have an annoying problem with the AND : the turn time. After gameing 4-5 hours (~ AD 500) it's getting worse. I have to wait 2-3 minutes after I clicked on the next turn button. I use the game with revolution mod, huge map, ~ 10 primary civ. That mean in the latter game ~ 20 civ. It's very annoying. I don't understand this thing, because my config is: i5 750@ 3,6 ghz, 4 gb ram, radeon 4890, f1 samsung 640 gb, win 7 pro. I don't use other mod only the AND and I turn off always my antivirus program too.
Anybody? :)

Kill off some civilizations. They take a lot of time to process turns.
 
Hi!
I have an annoying problem with the AND : the turn time. After gameing 4-5 hours (~ AD 500) it's getting worse. I have to wait 2-3 minutes after I clicked on the next turn button. I use the game with revolution mod, huge map, ~ 10 primary civ. That mean in the latter game ~ 20 civ. It's very annoying. I don't understand this thing, because my config is: i5 750@ 3,6 ghz, 4 gb ram, radeon 4890, f1 samsung 640 gb, win 7 pro. I don't use other mod only the AND and I turn off always my antivirus program too.
Anybody? :)

http://forums.civfanatics.com/showpost.php?p=9800963&postcount=821 Dont play with Barb World or Barb Civs on either, that always helps. (My opinion)
 
Any news on the religion issues, Afforess?

This issue is more in RevolutionDCM team responsibility so ask Glider1. Afforess may or may not come up with a solution but it is ultimately Glider1 we should be anticipating that from :).
 
That is where gameplay > realism. Cavalry units would die so woefully against tanks so it is easier to have them upgrade to tank in-game.
 
About upgrading info: I may had spoken in haste. I returned to my savegame and upgrading automation continued.

So can you explain the logic behind the sentence "units upgrade only when needed"?
Thanks.
 
That is where gameplay > realism. Cavalry units would die so woefully against tanks so it is easier to have them upgrade to tank in-game.

Wont that be easier to fix with certain promotions then:confused:
 
Afforess: Is that intended that Coal Plant's Japanese replacement Shale Plant require no Coal to provide power? I ask because I constructed National Park in my capital city to improve its health but National Park remove access to coal. Well, I saw that Shale Plant was available to be constructed. Wow, that is almost too good to be true.
 
About Shale Plant question:
I went ahead and investigated Buildings page for Civ4 and discovered that it also didn't require coal in vanilla. Interesting!

So, ignore this topic.

Now only have one question left: what is the logic behind units upgrading only when needing it please?

Wow, Patch A seem really, really stable. :goodjob:
 
The bug :
Among a stack of units with a GG, two Dragons get 114/82 and 61/50 of experience.
They should receive a new promotion. But nothing happend !

Environment :
Win7 64b / 4Go ram / HD4850 last DRV
AND 1.75 ( no patch ) + "A new flavour" MOD
I can't find a new dawn.log !!! ( nowhere below /Sid Meier's Civilization 4 )

Location of the stack : 115°82'E, 21°39'S

View attachment 268978


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